USDZ is a 3D file format that shows up as AR content on a website.

Posts under USDZ tag

12 Posts

Post

Replies

Boosts

Views

Activity

Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Also in indoor to scan slopes with angle room for rooms in roof floor? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
3
0
94
3h
Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
4
0
599
11h
USDZ model files when opened in Preview turns black
On macOS 26.2 (Tahoe), the Preview app fails to render many USDZ models correctly. The issue appears inconsistent: • Some USDZ files open normally in Preview • Some USDZ files open but the viewport turns completely black (no geometry, no material, no lighting) • All the same files open correctly when opened using “Open With → Xcode” This was not the behavior on macOS 15.7.2, where the exact same USDZ files rendered consistently in Preview without failures.
1
0
267
Feb ’26
RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise ("right-handed") winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detection and lighting calculations. When I view the asset in tools like Blender or Preview on macOS, it behaves as expected. The triangle's effective orientation is flipped to CW. However, when the same asset is viewed in Reality Composer Pro or with QuickLook on iOS, its effective orientation remains CCW. In other words, the triangle faces the opposite direction. My questions for the community and Apple are: Is this behavior in RealityKit a known issue? If this is a known issue, is there official guidance for DCC tools on how to export USDZ assets to ensure they appear correctly in the Apple ecosystem? Any insights or recommendations would be greatly appreciated.
5
0
1.1k
Nov ’25
ARKit / visionOS - handtracking with 3D objects attached on hand
I use ARKit's hand tracking to attach a 3D model of a remote control to the left hand. The user is supposed to press buttons on the remote control. In the Vision Pro settings, I have removed the left hand from Hands & Eye Tracking. Only the right hand is used. The problem now is that the left hand appears and the 3D model of the remote control fades out. I want the remote control to be completely visible. The user should feel like they really have the remote control in their hand. Can I prevent the fading out?
1
0
362
Nov ’25
How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
3
2
995
Oct ’25
USDZ Gaussian Splat shaders
It is now possible to save the incredibly realistic Gaussian splat format in USDZ file format. Yet iOS cannot display them. This is a massive gap in content flexibility and use case for users of iOS. Apple’s quick look would be a perfect fit for AR and model view of digital twins of products and buildings etc, enabling millions of users to have extended user experiences and designers extended platforms to display gaussian splats. Android can already display Gaussian splats in AR, it’s crazy that apple should restrict this format either from the website viewers, or by linked usdz file. I hope the Apple dev team will consider expanding this functionality to hugely improve user experiences, and allow a global platform to developers and marketplaces to create better digital twins, and product marketplaces.
1
0
503
Oct ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
4
0
843
Sep ’25
Why Large-Scale Model Scenes Cause Real Device Crashes
Is there any limitation in Vision Pro when loading scenes with large-scale models? ​Test Case: Asset: Composite USDA file containing ​10 individual models​ (total triangles count: ~4.2M) Simulator: Loads and renders correctly Real Device: Loads asset successfully but ​ failure during rendering phase: Environment abruptly dims System spontaneously reboots How can we resolve this issue? Below are excerpted logs preceding the crash: <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken. Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id. apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]
1
0
313
Jul ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
1
0
426
Jun ’25
Questions about RoomPlan, Room API, USDZ/STEP comparison, and extended spatial scanning
Dear Apple Developer Team, I would like to ask a few questions related to RoomPlan, Room API, USDZ export, and possible future spatial scanning workflows: Can the RoomPlan or Room API load an existing USDZ room model and compare it in real time with a new live scan of the same space? Is Apple considering extending RoomPlan beyond indoor rooms, for example to scan outdoor areas, house exteriors, terrain, and simple building volumes with rough dimensions? Also in indoor to scan slopes with angle room for rooms in roof floor? Will RoomPlan support multi-floor continuous scanning, custom object detection elements, and reliable export of the scanned result to USDZ for further CAD/BIM workflows? Is it possible to create a real-time comparator between a reference object in USDZ or STEP format and a physical object being scanned live, so that deviations in geometry or dimensions can be detected during scanning? Best regards, Ivo Saina
Replies
3
Boosts
0
Views
94
Activity
3h
Reconstruction with Object Mask in PhotogrammetrySession Fails .
Reconstruction with Object Mask in PhotogrammetrySession Fails and doesn't complete because of alignment and object masks with thing segmentation even after increasing the mask region . Also the PhotogrammetrySample hangs with EXC_BREAKPOINTwhen I usePhotogrammetrySession(input: [PhotogrammetrySample])withobjectMask set and the Apple Developer Forums report crashes (“HelloPhotogrammetry” / sample+mask), and (EXC_BREAKPOINT` was being observed at ~4 GB) with freezing the execution and Xcode interface
Replies
4
Boosts
0
Views
599
Activity
11h
USDZ model files when opened in Preview turns black
On macOS 26.2 (Tahoe), the Preview app fails to render many USDZ models correctly. The issue appears inconsistent: • Some USDZ files open normally in Preview • Some USDZ files open but the viewport turns completely black (no geometry, no material, no lighting) • All the same files open correctly when opened using “Open With → Xcode” This was not the behavior on macOS 15.7.2, where the exact same USDZ files rendered consistently in Preview without failures.
Replies
1
Boosts
0
Views
267
Activity
Feb ’26
What is the reason the hand-tracking joints have these axes? visionOS
What is the reason the hand-tracking joints have these axes? I'm trying to create a virtual hands model and that's a mess.
Replies
5
Boosts
0
Views
1.6k
Activity
Dec ’25
Having trouble with USD material not showing correct color
I exported some usd assets from IsaacSim but they are not showing up correctly on my Apple Vision Pro. Even though the mesh looks to be the correct color in Finder and I can see the Diffuse Color looks correct, the object is still just gray. It should be green!
Replies
5
Boosts
0
Views
830
Activity
Dec ’25
RealityKit and USDZ: Winding Order Issue with Negatively Scaled Meshes
Hi all, I've encountered a potential issue with how the winding order of geometry is handled when their transformations involve negative scaling. I created a simple test asset, a single triangle, to demonstrate this. The triangle's vertices are defined in a counter-clockwise ("right-handed") winding order, and its transform has a negative scale on the X-axis. According to the OpenUSD specification, this negative determinant in the transformation matrix should effectively reverse the winding order of the geometry: However, any given gprim's local-to-world transformation can flip its effective orientation, when it contains an odd number of negative scales. This condition can be reliably detected using the (Jacobian) determinant of the local-to-world transform: if the determinant is less than zero, then the gprim's orientation has been flipped, and therefore one must apply the opposite handedness rule when computing its surface normals (or just flip the computed normals) for the purposes of hidden surface detection and lighting calculations. When I view the asset in tools like Blender or Preview on macOS, it behaves as expected. The triangle's effective orientation is flipped to CW. However, when the same asset is viewed in Reality Composer Pro or with QuickLook on iOS, its effective orientation remains CCW. In other words, the triangle faces the opposite direction. My questions for the community and Apple are: Is this behavior in RealityKit a known issue? If this is a known issue, is there official guidance for DCC tools on how to export USDZ assets to ensure they appear correctly in the Apple ecosystem? Any insights or recommendations would be greatly appreciated.
Replies
5
Boosts
0
Views
1.1k
Activity
Nov ’25
ARKit / visionOS - handtracking with 3D objects attached on hand
I use ARKit's hand tracking to attach a 3D model of a remote control to the left hand. The user is supposed to press buttons on the remote control. In the Vision Pro settings, I have removed the left hand from Hands & Eye Tracking. Only the right hand is used. The problem now is that the left hand appears and the 3D model of the remote control fades out. I want the remote control to be completely visible. The user should feel like they really have the remote control in their hand. Can I prevent the fading out?
Replies
1
Boosts
0
Views
362
Activity
Nov ’25
How to get multiple animations into USDZ
Most models are only available as glb or fbx, so I usually reexport them into usdz using Blender. When I import them into Reality Composer Pro, Mesh, Textures etc look great, but in the Animation Library subsection all I can see is one default subtree animation. In Blender I can see all available animations and play them individually. The default subtree animation just plays the default idle animation. In fact when I open the nonlinear animation view in Blender and select a different animation as the default animation, the exported usdz shows the newly selected animation as default subtree animation. I can see in the Apple sample apps models can have multiple animations in their Animation Library. I'm using the latest Blender 4.5 and the usdz exporter should be working properly?
Replies
3
Boosts
2
Views
995
Activity
Oct ’25
USDZ Gaussian Splat shaders
It is now possible to save the incredibly realistic Gaussian splat format in USDZ file format. Yet iOS cannot display them. This is a massive gap in content flexibility and use case for users of iOS. Apple’s quick look would be a perfect fit for AR and model view of digital twins of products and buildings etc, enabling millions of users to have extended user experiences and designers extended platforms to display gaussian splats. Android can already display Gaussian splats in AR, it’s crazy that apple should restrict this format either from the website viewers, or by linked usdz file. I hope the Apple dev team will consider expanding this functionality to hugely improve user experiences, and allow a global platform to developers and marketplaces to create better digital twins, and product marketplaces.
Replies
1
Boosts
0
Views
503
Activity
Oct ’25
Bones/joints data issue - USD file export from Blender to RCP
Hi, I'm developing a prototype VisionOS game. How to access the bones or joints information when exporting a USD file from Blender to RCP? The animation in RCP works fine and the joints' information is correctly embedded in the USDA file (with usdchecker). However, RCP does not read it in USDA, USDC or USDZ. It should be possible based on Apple WWDC24 (Compose Interactive 3D content in RCP). I want to attach and detach an entity to a particular bone in certain moments. So I need the bones' data. They are standard mixamo animations. My mesh is a single unified mesh. Using Blender 4.4
Replies
4
Boosts
0
Views
843
Activity
Sep ’25
Why Large-Scale Model Scenes Cause Real Device Crashes
Is there any limitation in Vision Pro when loading scenes with large-scale models? ​Test Case: Asset: Composite USDA file containing ​10 individual models​ (total triangles count: ~4.2M) Simulator: Loads and renders correctly Real Device: Loads asset successfully but ​ failure during rendering phase: Environment abruptly dims System spontaneously reboots How can we resolve this issue? Below are excerpted logs preceding the crash: <<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606 Attempted to add ornament: <MRUIPlatterOrnament: 0x10a658f00; _isInternal: YES; _displaceWindowChrome: NO; _canCaptureUI: NO; _isBeingRemoved: NO; contentAnchorPoint3D: "{0.5, 0.5, 0}"; position: <MRUIPlatterOrnamentRelativePosition: 0x105b68e70; anchorPoint: {0.5, 0.5, 1}>; rotation: "{{0, 0, 0}, 0}"; opacity: 1.000000; canFollowUser: YES; effectiveOffset: "{0, 0, 0}"; presentingViewController: 0x0; billboardingBehavior: 0x0; scalingBehavior: 0x0; relativeToParent: NO; nonHeritableDepthDisplacement: 0.000000; order: 0.000000; _window._determinedSize: {0, 0}; _window: (null)> to nil or non-supporting UIScene: <UIWindowScene: 0x10a8a0000; role: UISceneSessionRoleImmersiveSpaceApplication; persistentIdentifier: test.test:SFBSystemService-BA3A21A3-D1AB-42E2-8AF0-AE0AB83BE528; activationState: UISceneActivationStateUnattached>. No action taken. Failed to set dependencies on asset 2823930584475958382 because NetworkAssetManager does not have an asset entity for that id. apply fence tx failed (client=0x98490e18) [0x10000003 (ipc/send) invalid destination port] Failed to commit transaction (client=0xa86516e2) [0x10000003 (ipc/send) invalid destination port]
Replies
1
Boosts
0
Views
313
Activity
Jul ’25
How to load a USDZ inside of a Reality Composer Pro package as ModelEntity in RealityKit ?
I need a MeshResource from ModelEntity to generate a box collider, but ModelEntity fails to load USDZ files from the Reality Composer Pro (RCP) bundle. This code works for loading an Entity: // Successfully loads as generic Entity previewEntity = try await Entity(named: fileName, in: realityKitContentBundle) But this fails when trying to load as ModelEntity: // Fails to load as ModelEntity modelEntity = try await ModelEntity(named: fileName, in: realityKitContentBundle) I found this thread mentioning: "You'll likely go from USDZ to Entity which contains a MeshResource when you load/init the USDZ file." But it doesn't explain ​how to actually extract the MeshResource. Could anyone advise: How to properly load USDZ files as ModelEntity from RCP bundles? How to extract MeshResource from a successfully loaded Entity? Alternative approaches to generate box colliders if direct extraction isn't possible? Sample code for extraction or workarounds would be greatly appreciated!
Replies
1
Boosts
0
Views
426
Activity
Jun ’25